Fortune Cards: and randomized collectible cards come to D&D

There's a type of card for telling my character how to feel about a situation?

Games like Call of Cthulhu have insanity checks. D&D has always had fear effects. These cards seem to be an attempt to emulate the overwhelming forces the Shadowfell places on a character's mind. Don't know if they'll accomplish that, but it seems better than the original "Tales from the Darkside"1 flavor of the Shadowfell.

1 For those too young, I'm referring to the opening credits of the show where the real world flips to a photo negative view. IOW, merely a dark mirror of the material world.
 

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There's a type of card for telling my character how to feel about a situation?

I'm pretty sure the Despair cards are a Ravenloft/Shadowfell product, so it's probably the equivalent of "make a save or flee in terror" - just in card form as compared to a random table or the like.

Honestly, I'm much less concerned about these upcoming products, nor do I see any indication that "cards are the future of D&D". Deck of Many Things has existed for ages, despair cards fit the theme for the Shadowfell environment. Both are complete decks included as part of a larger product. Neither involve randomization or collectability.
 

Despair cards fit the theme for the Shadowfell environment.

And I'm kind of intrigued by the anti-CoC-insanity aspect of becoming more resistant to the Gloom of the Shadowfell. Don't know if I'd buy these, but I'm more interested to see these cards than the other offerings.
 

A totally different approach would be the one we've taken: instead of inserting randomized cards as a supplement to your favorite game, strip away the randomization and the blind packaging and distill everything in your game into a card. This reduces the overall footprint of what you bring to a game, changes the paradigm of what you HAVE to buy to that which you WANT to buy, and still gives you all the flexibility and fun of a traditional RPG.
 

A totally different approach would be the one we've taken: instead of inserting randomized cards as a supplement to your favorite game, strip away the randomization and the blind packaging and distill everything in your game into a card. This reduces the overall footprint of what you bring to a game, changes the paradigm of what you HAVE to buy to that which you WANT to buy, and still gives you all the flexibility and fun of a traditional RPG.

[MENTION=312]Ashy[/MENTION]: Looks interesting. Send me a demo set and I'll run your game at the Chicago Gameday on February 26th instead of the 4E game I'm planning to run.
 


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